Pantheon Build Guide by LittleKillah
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Welcome to my guide to pantheon!
I noticed there are a hundred of the same pantheon build out there already, so i decided to give you an idea of how he can be played differently. I am not judging the other builds, they are very strong and i like them, but it is boring to play a champion always the same way. PLUS i think this build is better against champions that stack health + Thornmail and rammus, which is one of your biggest enemies in this game. 1 on 1 i bring down rammus and even 3 on 1 against squishy ad is quite easy with this.
Okej, just instructional spotlight for those of you who are new to this and want to know about how he functions in general. Watch this, saves me 5000 words in build. Thanx and enjoy.
I pick Armor pen. Runes, along with defensive runes where they are the best. So armor and MR in seal and glyph and rest Armor Pen.
This works quite well, since he will end up over 300 AD, so you don`t really want to maximize that more, instead you want to make sure those 300 AD hit as hard as posisble. The last whisper along with these runes give 50% armor penetration (ingame %) So that means you are quite the tank / offtank killer. Something most tanks are not prepared for.
Plus the defensive runes are just nice for longer survivability. Along with his passive, he can live surprisingly long. You can build up aegis protection, than jump a squishy with about 200 health and get away with it.
I skill the offensive tree as much as i use it. Make sure to pick between snare and ignite. I like ignite, for interupting enemies and finishing them off early game. I often end up getting all 4 top kills in a match at start, with my spear volley, spear and ignite, pantheon does a lot of early game burst damage. Stun the nearest target, volley, ignite, spear is a kill on about every champion on level 4. Plus the volley will have done 25% max health damage on other enemies in your cone, making it a really scary burst.
(Innate): After attacking or casting spells 4 times, Pantheon will gain a shield that will block the next normal or enhanced standard attack that deals more than 40 damage to him.
Stack this up at game start!!! cast E 4 times to give one extra proc during a top fight. A free spellblock/ damage block is nice at start.
(Active): Pantheon hurls his spear at an opponent dealing physical damage. If Heartseeker Strike has been leveled up once, Spear Shot will crit to deal 150% damage against opponents whose current health is below 15% of their max health.
Cost: 45 mana
Cooldown: 4 seconds
Physical Damage: 65 / 105 / 145 / 185 / 225 (+1.4 per bonus attack damage)
+/-350 AD is what you get. this means 225+ 490 = 700+ damage.
Aegis of Zeonia
(Active): Pantheon leaps at an enemy and bashes the enemy with his shield, stunning them for 1 second. Pantheon will also instantly refresh his Aegis Protection.
Cost: 70 mana
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Magic Damage: 50 / 75 / 100 / 125 / 150 (+1.0 per ability power)
Leap forward for surprise, Stun + block next attack (usually a counter stun or slowing effect). This is what called the element of surprise
(Passive): Pantheon's autoattacks gain 100% critical strike chance against targets whose current health is below 15% of their max health.
(Active): Pantheon channels for 0.75 seconds and deals 3 swift strikes in a cone in front of him. Each strike deals physical damage, and they deal double damage to champions. Range: 400
Cost: 45 / 50 / 55 / 60 / 65 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Physical Damage Per Strike: 13 / 23 / 33 / 43 / 53 (+0.6 per bonus attack damage)
You start off with 50 AD + 25 from item, 75 AD. This times 0,6 = 45 damage , now + 13 from the spell, giving you well over 50 damage per hit. Double on champions. 110 damage per strike. 3 Strikes = 330 damage on all champions in a cone. About every champion will have 700-800 max health <-- over 30% damage on each champion! How is that for a start!
(Active): Pantheon gathers his strength channeling for 2 seconds and then leaps high in to the air, crashing down at the target area 1.5 seconds later. Deals magic damage to units at the center (down to 50% at the edge) and slows them by 35% for 1 second. If the channeling is cancelled, the cooldown is reduced to 10 seconds.
Cost: 150 mana
Range to Center of AoE: 5500
Radius of AoE: 1000 (estimate)
Cooldown: 150 / 135 / 120 seconds
Magic Damage: 400 / 700 / 1000 (+1.0 per ability power)
Be really careful with this one. Only use it to safely defend a point or cut off enemies from escaping. diving towers with it and attacking enemies before a teamfight gives away where you are going to land, gives them time to react on you coming in the fight and often ends badly. A lousy enemy will get caught though, so test your opponents once. If they anticipate on you landing, never do it again. If they don`t: have fun slaying them off after a 1000 damage hit.
Now this is the tricky part. Many of the guides go for Inf. Edge, Frozen mallet, etc.
Now, this is great end game. Lovely high damage. nice crit and everything. But the items are expensive, take ages to build and you end up fighting with **** stuff about 10-15 minutes of game time and with good ones only the last 2-5.
The core items in this build are cheap: 1000 boots. 2000 Tiamat. 2000 last whisper. With just over 5000g you have your core items. It will render you:
25% attack speed
40% armor pen!!!! <---
50% Splash damage <---
health & mana regen
Now this might look like it`s not much. But early game, with 50% armor pen. total (runes and last whisper) make you hit incredibly hard and the 90 AD are a lot for the 4000 gold it costs. It would be the same as buying an infinity edge, but than with 40% armor pen and splash.
Now this splash damage is very underrated. 3 enemies are standing on top of eachother on a point. You stunjump the one that will damage you the most, make him main target, spear & ignite & 1 or 2 melee on him, than volley and melee till death. This means you bring them down in 2-3 seconds. Now the splash combined with your E mean the other 2 enemies will have dropped below 50%-30% health as well, which you can bring down with the same combo. This combo gives you a free kill. you attacked 1 target, maybe 2 and got 3 kills with it.
Now the last items, the hextech gunblade is epicly nice but expensive in this build. It makes sure you do not only get lifesteal, but also spellvamp. This might seem odd, but you will be using Q and E so much during fights that you want those to give you health back as well. With this item build, you can regain your health from below 50% to full in only 2-4 hits on a small group of creeps. Not only nice regen, but also some extra gold in the pocket.
Sanguine blade and black cleaver are just maximizing damage and attack speed and again, armor reduction and lifesteal for better tank killing. THough other items, seen in other builds, fit in those slots as well. mix those up with frozen mallet (lifesteal + health = more efficient surviving) or simply infinity edge or something else that brings up damage or health.
Max out your strikes E. Max out your spear. Leave the stun on level 1 as long as possible and max out ult.
Do this and your early and mid game damage will be maximed.
I take ghost, which is almost not an option but a standard nowadays. Next i say either garrison for diving points, exhaust to make sure an enemy doesn`t escape your E or ignite for interupting captures and extra damage.
The exhaust combined with a point in ex. in the offensive talent tree give you really mean armor reduction. Bring it rammus, for i will break it down!
Pantheon is a great carry on dominion and he is very mobile. His ult gives him the extra mobility you want on this map and he can do great damage whilest still staying alive. He can still fight, no matter the amount of health he has and do surprisingly high amounts of damage if used well.
He does need a lot of skill to become great, but when he is mastered he should be feared. No matter if you are jax, akali, rammus or shaco, Pantheon will *spear you down*!